Are you using the code in a script-entity or elsewhere?
EDIT: Ah, and the name of the function has to be set in quotes. Corrected my code above.
Search found 1169 matches
- Wed Mar 03, 2021 1:47 pm
- Forum: Mod Creation
- Topic: Fade in Fade out
- Replies: 4
- Views: 593
- Wed Mar 03, 2021 11:20 am
- Forum: Mod Creation
- Topic: Fade in Fade out
- Replies: 4
- Views: 593
Re: Fade in Fade out
use GameMode.fadeIn(color, length) GameMode.fadeOut(color, length) e.g. function fade() GameMode.fadeOut(0,1) delayedCall(self.go.id, 5, "fadeBack") end function fadeBack() GameMode.fadeIn(0,1) end You might want to think about disabeling the champions during the five seconds of black? Then use Game...
- Sun Feb 28, 2021 7:38 pm
- Forum: Mod Creation
- Topic: [Assets Collection] LoG1 Conversions Pack II
- Replies: 3
- Views: 695
Re: [Assets Collection] LoG1 Conversions Pack II
And I already had to leave out a whole tileset, some objects and a few other monsters...
- Sun Feb 28, 2021 4:48 pm
- Forum: Mod Creation
- Topic: [Assets Collection] LoG1 Conversions Pack II
- Replies: 3
- Views: 695
[Assets Collection] LoG1 Conversions Pack II
This is another collection of assets originally built for Grimrock 1 that now got converted for the Grimrock 2 scripting system. Included are a lot decorations, breakables, some rune symbol locks, 16 kinds of monsters, several new items and also the Cows on Wheels mini-game by antti. In addition the...
- Thu Feb 25, 2021 1:13 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3753
- Views: 1473825
Re: Ask a simple question, get a simple answer
I can't remember, where exactly I bought my game, but it included no key. I have one for LoG1, but not for 2.
- Wed Feb 24, 2021 8:19 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3753
- Views: 1473825
Re: Ask a simple question, get a simple answer
Sometimes a script or an object can produce effects on a wrong level. e.g. when you reppell something on a certain square but forgot to query also for the right level. Maybe something like that is going on.
- Wed Feb 24, 2021 5:14 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3753
- Views: 1473825
Re: Ask a simple question, get a simple answer
Good point, maneus.
I've in addition thought if anything with other custom objects may cause the problem. Maybe one has a door component or a ProjectileCollider. Maybe with an offset.
A good way would be to delete all objects one by one and see, if anything changes when doing it.
I've in addition thought if anything with other custom objects may cause the problem. Maybe one has a door component or a ProjectileCollider. Maybe with an offset.
A good way would be to delete all objects one by one and see, if anything changes when doing it.
Re: monsters
Not all have responded. Wallasaurus did.
And, yes - I'm going to release the pack. At the weekend?
And, yes - I'm going to release the pack. At the weekend?
- Tue Feb 23, 2021 8:44 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3753
- Views: 1473825
Re: Ask a simple question, get a simple answer
Wa? The not present minimalSaveState should keep a door from being not in the state you have left it. Every door stays open or close as it was when reloaded. Concerning the lever: I'm a bit lazy at the moment to write a script, but if you use the onActivate hook in its definition, you should be able...